Example #1
0
        /// <summary>
        /// Called by the Timeline Editor to gather properties requiring preview.
        /// </summary>
        /// <param name="director">The PlayableDirector invoking the preview</param>
        /// <param name="driver">PropertyCollector used to gather previewable properties</param>
        public override void GatherProperties(PlayableDirector director, IPropertyCollector driver)
        {
#if UNITY_EDITOR
            m_SceneOffsetPosition = Vector3.zero;
            m_SceneOffsetRotation = Vector3.zero;

            var animator = GetBinding(director);
            if (animator == null)
            {
                return;
            }

            var animClips = new List <AnimationClip>(this.clips.Length + 2);
            GetAnimationClips(animClips);

            var hasHumanMotion = animClips.Exists(clip => clip.humanMotion);

            m_SceneOffsetPosition = animator.transform.localPosition;
            m_SceneOffsetRotation = animator.transform.localEulerAngles;

            // Create default pose clip from collected properties
            if (hasHumanMotion)
            {
                animClips.Add(GetDefaultHumanoidClip());
            }

            var bindings = AnimationPreviewUtilities.GetBindings(animator.gameObject, animClips);

            m_CachedPropertiesClip = AnimationPreviewUtilities.CreateDefaultClip(animator.gameObject, bindings);
            AnimationPreviewUtilities.PreviewFromCurves(animator.gameObject, bindings); // faster to preview from curves then an animation clip
            m_DefaultPoseClip = hasHumanMotion ? GetDefaultHumanoidClip() : null;
#endif
        }
        /// <summary>
        /// Called by the Timeline Editor to gather properties requiring preview.
        /// </summary>
        /// <param name="director">The PlayableDirector invoking the preview</param>
        /// <param name="driver">PropertyCollector used to gather previewable properties</param>
        public override void GatherProperties(PlayableDirector director, IPropertyCollector driver)
        {
#if UNITY_EDITOR
            m_SceneOffsetPosition = Vector3.zero;
            m_SceneOffsetRotation = Vector3.zero;

            var animator = GetBinding(director);
            if (animator == null)
            {
                return;
            }

            var animClips = new List <AnimationClip>(this.clips.Length + 2);
            GetAnimationClips(animClips);

            var hasHumanMotion = animClips.Exists(clip => clip.humanMotion);
            // case 1174752 - recording root transform on humanoid clips clips cause invalid pose. This will apply the default T-Pose, only if it not already driven by another track
            if (!hasHumanMotion && animator.isHuman && AnimatesRootTransform() &&
                !DrivenPropertyManagerInternal.IsDriven(animator.transform, "m_LocalPosition.x") &&
                !DrivenPropertyManagerInternal.IsDriven(animator.transform, "m_LocalRotation.x"))
            {
                hasHumanMotion = true;
            }

            m_SceneOffsetPosition = animator.transform.localPosition;
            m_SceneOffsetRotation = animator.transform.localEulerAngles;

            // Create default pose clip from collected properties
            if (hasHumanMotion)
            {
                animClips.Add(GetDefaultHumanoidClip());
            }

            m_DefaultPoseClip = hasHumanMotion ? GetDefaultHumanoidClip() : null;
            var hash = AnimationPreviewUtilities.GetClipHash(animClips);
            if (m_CachedBindings == null || m_CachedHash != hash)
            {
                m_CachedBindings       = AnimationPreviewUtilities.GetBindings(animator.gameObject, animClips);
                m_CachedPropertiesClip = AnimationPreviewUtilities.CreateDefaultClip(animator.gameObject, m_CachedBindings);
                m_CachedHash           = hash;
            }

            AnimationPreviewUtilities.PreviewFromCurves(animator.gameObject, m_CachedBindings); // faster to preview from curves then an animation clip
#endif
        }